﻿using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class EnemyJumper : Enemy
{
	protected override void Start() {
		base.Start();
		SetIniAttributes(int.MaxValue, 0, 3, EnemyType.EnemyJumper);
	}

	/// <summary>
	/// 不会受到伤害
	/// </summary>
	/// <param name="hurt"></param>
	public override void ReceivedAttack(int hurt) {
		// base.ReceivedAttack(hurt);
	}

	private IEnumerator IEnemyOutHurt(int hurt) {
		SetEnemyState(EnemyState.Idle, false);
		yield return new WaitForSeconds(2);
		SetEnemyState(EnemyState.Idle, true);
	}

	public override void OnExitAniEvent(EnemyState state) {
		StartCoroutine(IEnemyOutHurt(attack));
	}

}
